I've been animating and working on the movement in the game. It's starting to slowly reform back into a game, and soon I'll have some combat systems ready and I'll be able to make a new video. The new player model is also ready soon, but I won't be showing it until the video as well. It's gonna be pretty cool, needless to say.

This week I plan on having a fully functioning idle AI along with the moveset customization systems. Movement animations should be somewhat complete by the end of the week as well, but we'll see. I'm likely going to leave a lot of the crazier animations for Mark since I'm such an amateur, but I believe my skills are at a decent enough level to do some of the quicker movements that aren't as in your face as say a running cycle is.

Some word on the AI; I wrote an auditory cortex and an occipital lobe for their brains that are both better than the ones seen in the third demo (I think I've mentioned this before), but I can also say both are completely working 100% now. The auditory systems use real sounds projected by the player, meaning that everytime you take a step, the actual sound can be heard by the AI assuming its in their hearing radius (which can vary). I've also added a quadratic falloff for the sound that's based on the way sound works realistically. It's nothing to write home about, but it's still pretty darn cool. The occipital system has some raycasting and arc calculations for seeing you in a certain FOV, and it can vary between AI's as well.

Also, I re-implemented Lock-On with a super accurate system to ensure you always lock onto the correct target by deciding whether to lock onto an aimed target or simply the closest one to you.

Lastly, in case some of you want more frequent updates, I often talk about my progress on the game a lot on my Twitter account if you're willing to sift through my just as frequent personal posts. But hey, you're more than welcome to follow me. I'd love to answer any questions or just talk to some of you.